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Second Edition

Shadows and Scarecrows


By Jacob W. Michaels

Bounty: 3 Level: 1
Sanctioned for use with:
Shadows and Scarecrows
Table of Contents
AUTHOR
Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Jacob W. Michaels
Appendix: Game Aids . . . . . . . . . . . . . . . . . . . . . . . . 8
DEVELOPMENT LEADS
Linda Zayas-Palmer and Michael Sayre
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
DESIGN LEAD
Mark Seifter

EDITING LEAD GM Resources


Leo Glass Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook
EDITORS
Judy Bauer and Leo Glass Maps: Pathfinder Flip-Mat Classics: Hill Country
Online Resource: Pathfinder Reference Document at paizo.com/prd
COVER ARTIST
Sebastian Rodriguez

INTERIOR ARTIST Summary


Sebastian Rodriguez
Several people have gone missing from a small community in shadow-shrouded Nidal,
CARTOGRAPHER but who or what is responsible? It’s up to a handful of adventurers to find out. The PCs
Jason Engle must sift through clues from the anguished community to discover the answer. If they
puzzle out the mystery, they can follow the leads into the surrounding hills to face the
GRAPHIC DESIGN
Tony Barnett “monster” who is responsible.

ORGANIZED PLAY MANAGING DEVELOPER


Linda Zayas-Palmer

ORGANIZED PLAY MANAGER


Tonya Woldridge

CREATIVE DIRECTOR
James Jacobs

DIRECTOR OF GAME DEVELOPMENT


Adam Daigle

PUBLISHER
Erik Mona

HOW TO PLAY
PLAY TIME: 1–1.5 HOURS

LEVEL: 1

PLAYERS: 3–6

Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577

paizo.com
Shadows and Scarecrows
Shadows and Scarecrows
By Jacob W. Michaels

Adventure Background
The Atteran Ranches, a loose confederacy of horse
breeders and trainers in the northern plains of Nidal, have
Where on Golarion?
long given lip service to the sadistic god Zon-Kuthon and This adventure takes place in the Atteran Ranches in
Nidal’s Umbral Court while secretly harboring followers the northern reaches of Nidal, where the oppressive
of Desna. Among these settlements lies Rannan’s Ranch, priesthood of Zon-Kuthon holds slightly less sway.
a village built around the homestead of Rannan Atteran. More detail on Nidal can be found on page 103 of the
The local Kuthite priestess, Teflar, has been careful Pathfinder Lost Omens World Guide.
to avoid conflict with the locals. Secretly, however, she
was sent to Rannan’s Ranch to root out a hidden cult of NIDAL
Desnans. To this end, Teflar brought an acolyte, Kareida,
to spy on the ranch’s people. Kareida posed as a lone
traveler looking for work, hoping to earn the heretics’
trust enough to get close to them. Kareida excelled at her
mission. By using covert signs of Desna’s worship, she
even managed to convince one family devoted to Desna
that she shared their faith, and that her own parents
had been killed by Kuthites. In response, the family
welcomed her into their home and cared for her as one of
their own. When Kareida reported to Teflar that she had
found suspected cultists, Teflar praised her, and asked her
to honor Zon-Kuthon by torturing and interrogating the warning and call for help. When they read the note, give
traitors. Despite her original intentions, Kareida couldn’t the PCs Handout: Rannan’s Warning.
bring herself to torture those who had treated her with If the PCs approach Rannan, he explains that he just
such openness and warmth. After failing this test of her returned from a trip to another ranch, but tells them
twisted faith, Kareida fled nearly a month ago. what little he knows. In the last 2 weeks, four villagers
Afraid Teflar would continue with her plan but have gone missing: a rancher named Nema; Lieraka and
knowing she was no match for the priestess in a direct Maredine, a married couple who were abducted from
confrontation, Kareida set out to disrupt her former their homes overnight; and Etendon, a farmer who was
mentor’s work in secret. She donned a scarecrow disguise taken while working in a pasture just yesterday.
to throw Teflar off her trail and began sneaking into the
village to spirit the followers of Desna away to safety in RELIGION OR SOCIETY (RECALL
the nearby hills. KNOWLEDGE)
A PC who succeeds at a DC 15 Religion or Society check
Getting Started to Recall Knowledge gains insight that might help them
The adventure begins at the ranch of Rannan Atteran, unravel the mystery.
shortly after the PCs arrive in Rannan’s Ranch. After Critical Success As success, but the PC also remembers that
finding their way to the town square, the party observes Kuthite priests and mercenary “dream hunters” try to root
Rannan, a short human man wearing riding leathers, out these dissidents.
hammer a piece of parchment onto a post. Afterward, Success The PC knows the Atteran Ranches act subservient
he lingers nearby, speaking with villagers. If the PCs to Nidal’s leadership and Zon-Kuthon, but many shelter
investigate, they can discern easily that the note is both a followers of Desna, known as Dreamers.

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Critical Failure The PC believes a Nidalese tradition involves Unfortunately, the injured animal sensed his emotional
sending people into the wilderness with nothing but the distress and won’t let him get close. Hektril remains too
clothes on their back to experience pain and purge their upset to talk as long as the horse remains untreated. Each
weakness, as Zon-Kuthon teaches. Unfortunately, not PC can attempt a DC 15 Nature check to Command the
everyone returns from the journey. Perhaps the missing Animal to settle or a DC 15 Medicine check to Treat its
people are victims of this practice. Wounds (a PC automatically succeeds by using magic
such as charm or heal), or a DC 15 Intimidation check to
HERO POINTS Coerce Hektril into calming down.
As the PCs begin to investigate, remind them that they Critical Success As success, and he praises the priestess’s
each have 1 Hero Point available. connection to Zon-Kuthon. This foresight gives the PCs a
reaction they can use once during this adventure to gain
Gathering Clues a +1 circumstance bonus to a saving throw against one of
If the PCs express interest in taking up the bounty, Teflar’s spells in area A (inform the PC of this when they
Rannan suggests the PCs talk to Teflar, the local priestess begin the fight against Teflar).
of Zon Kuthon, who is searching for the missing people. Success Hektril says he was with Teflar, the local Kuthite
He reminds them before they go that Zon-Kuthon is the priestess, when his wife disappeared. Teflar immediately
patron deity of Nidal, and that they should step carefully started searching for Nema as soon as she heard. He adds
around the priestess—their actions in the village could that the priestess has been combing the nearby hills, and
have consequences for everyone who lives there. He also has found some strange tracks in that area. This information
instructs the PCs that they can most likely find Teflar allows the PCs to Track Kareida.
tending a nearby shrine to the Midnight Lord and gives Failure The PC can’t calm Hektril or the horse.
the PCs the locations of the families of the missing people. Critical Failure As failure, plus the agitated horse lashes out
at the PC, dealing 1d6+4 bludgeoning damage (DC 15 basic
TO THE POINT Reflex save).
Teflar (NE female human priestess of Zon Kuthon) tells
the PCs that she suspects that her former acolyte—a ON THE MOVE
19-year-old woman named Kareida—is responsible for Ernam and Airill Arborshade (LN male halfling animal
the disappearances. She says she sent Kareida away a herders) noticed that their adult son, Etendon, went
month ago because her faith wasn’t strong enough, and missing several days ago. They’re looking for him, but
she set a poor example for the village youth. Now, Teflar they can’t go too far because they have two younger
says, she fears Kareida seeks vengeance. While Teflar does children, Avienu and Meira. They’re too driven to stop
in fact suspect Kareida, she is twisting the story to suit to talk, but the PCs can borrow mounts to accompany
her narrative. Each PC can attempt a DC 18 Perception them as they look for clues around the ranch. A PC who
check to Sense Motive to learn more. succeeds at a DC 13 Athletics check to Ride can keep
Critical Success As success, and the PCs realize that the way up with the herders long enough for them to share some
Teflar speaks about her standards for Kareida suggests information. A PC who succeeds at DC 13 Deception
that she trained her acolyte in one of the more demanding check to Lie about a potential clue can slow down Ernam
doctrines. This knowledge gives the PC a +1 circumstance and Airill long enough that they reveal what they know.
bonus to their Will save against Kareida’s Masked Critical Success As success, plus they share their tracking
Intentions ability in area A. methods in the hills, giving the PCs a +2 circumstance
Success The PC suspects Teflar’s recounting isn’t fully bonus to their Survival check to Track Kareida.
accurate: Kareida probably ran away from her training, Success Ernam and Airill reveal they found strange single-
something Teflar didn’t take well. The priestess is most point tracks (Kareida made shoes to leave tracks that
likely looking for her former acolyte instead of the missing resemble that of a scarecrow). They direct the PCs to the
people, and certainly won’t let the missing villagers’ safety tracks, allowing the PCs to Track Kareida (see Finding the
take precedence over punishing Kareida. Missing People on page 5).
Failure The PC takes Teflar at her word. Failure Ernam and Airill believe the PCs are only slowing
them down and refuse to speak with them.
HEALING HANDS
Nema’s husband Hektril (NE male human veterinarian) A LITTLE SECRET
is a devout Kuthite working through his rage and sorrow Litrial (NG male fetchling farmer) and his wife Ruiha
while helping one of the region’s famed nidarrmar horses. (NG female human farmer) are secretly followers of

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Desna. Litrial’s brother Lieraka and his wife Maredine, Creatures: Teflar has just arrived at the place where
are among the missing people. They disappeared from Kareida and the Dreamers are hiding. She plans to kill
their house in the middle of the night last night, and Kareida and everyone with her, then blame Kareida for
Litrial and Ruiha are currently searching that house for everything. Kareida wears a scarecrow mask. The rest
clues about the disappearance. Each PC can attempt a of her scarecrow costume is stashed away in the cave.
DC 15 Perception check to find a small paper butterfly How the PCs arrived here determines where everyone
with folded wings dotted with black spots tucked away is positioned at the start of the encounter.
under the bed. It is clear to any PC who succeeds at a If the PCs Followed Teflar: The PCs begin at the area
DC 10 Religion check that butterflies are associated with marked area A3 on the map, Teflar is at the area marked
the goddess Desna; worshippers of Desna automatically A2, and Kareida and the Dreamers are at area A1.
succeed at this check. If the PCs find the butterfly, they If the PCs Tracked Kareida: The PCs begin at the area
can each attempt a DC 20 Diplomacy check to convince marked A2, and Kareida and the Dreamers at the area
Litrial to share the meaning of the symbol. PCs who marked A1 on the map. Teflar is at area A3, though the
profess faith in Desna or another chaotic or good deity PCs may not be aware of her.
reduce this DC by 5. PCs who can prove a connection In either situation, when Kareida sees the PCs, she
to such a deity, such as clerics or champions, reduce this assumes they are dream hunters working with Teflar
DC by 10. and attacks, and cries out that they can’t take these
Critical Success As success, plus Litrial shares techniques for people away from her. She tries to keep PCs away from
moving about undetected, giving the PCs a +2 circumstance the Dreamers by attempting to Shove a PC who gets
bonus to their Stealth check to follow Teflar. too close off a ledge. A PC who observes the Dreamers’
Success Litrial explains that the symbol is a sign from Lieraka reactions and succeeds at a DC 15 Perception check to
and Maredine that they ran into trouble and have fled the Sense Motive notices that the villagers are scared of
village, and that he and his wife should do the same. He Teflar, not Kareida. A PC can use an action to attempt a
confides in them that he worries that Teflar might be the Diplomacy or Intimidation check against Kareida’s Will
reason they had to run away, and Ruiha warns the PCs to DC to get her to stop fighting. Most of the Dreamers are
be careful around her. If asked directly, they admit that the unarmed and don’t participate in the combat, fearing
four of them are secretly followers of Desna. that any direct action against Teflar could have terrible
Failure The PCs find no clues, and eventually Litrial asks them consequences for their families. Kareida is knocked out,
to leave the house. Shortly after the PCs leave, Ruiha finds not killed, if she is reduced to 0 Hit Points.
the butterfly, and the couple runs off into the wilderness. Teflar is content to look for an opportune moment to
strike either Kareida or the PCs as they fight. She wants
Finding the Missing People to keep space between herself and the PCs so she can
When they’re ready, the PCs can head into the hills to target them with spells. If Kareida is conscious while
find the missing people. A single PC who is trained in the PCs fight Teflar, Kareida is too scared of her former
Survival can attempt a DC 18 Survival check to Track mentor to help and uses her actions to move toward the
Kareida. Alternatively, a single PCs can attempt DC 18 Dreamers to keep them safe (once the encounter begins,
Stealth check to lead the group after Teflar, who by this the Dreamers retreat behind several large stones, where
point is searching for Kareida. they are safe from stray spells or weapons).
Critical Success As success, plus if they Tracked Kareida, the
PCs get a +2 circumstance bonus to Perception checks for TEFLAR CREATURE 2
initiative in area A; if they followed Teflar, the PCs get a +2 UNIQUE NE MEDIUM HUMAN HUMANOID
circumstance bonus to Stealth checks for initiative. Perception +8; low-light vision
Success The PC leads the group to the correct location. Languages Common, Shadowtongue
Failure As success, but it takes most of the day; the PCs arrive Skills Deception +8, Intimidation +8, Religion +7, Stealth +5
at area A just as the sun sets, casting them in dim light. Str +0, Dex +1, Con +2, Int +0, Wis +3, Cha +4
Items leather armor, religious symbol of Zon-Kuthon, spiked
A. Kareida’s Hideout Moderate 1 gauntlet
Kareida led the Dreamers to a spot in the nearby hills AC 16; Fort +7, Ref +6, Will +10
where she has been hiding. A winding path leads up a HP 28
slope that is difficult terrain to ascend. A PC who succeeds Invigorating Agony [reaction] Requirement Teflar has spent at least 1
at a DC 15 Athletics check to climb can scale the 5- to Focus Point; Trigger Teflar takes bleed, piercing, or slashing
10-foot ledges easily. Use the map on page 6 for this area. damage; Effect Teflar regains 1 Focus Point.

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A. Kareida’s Hideout
A2

A1

A3

1 square = 5 feet Pathfinder Flip-Mat Classics: Hill Country

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Speed 25 feet
Melee [one-action] spiked gauntlet +7 (agile, free-hand), Damage 1d4
piercing
Scaling Kareida’s Hideout
Divine Prepared Spells DC 18, attack +10; 1st command, harm To adjust for larger groups of PCs, use the following
(×5), phantom pain, ray of enfeeblement; Cantrips chill adjustments.
touch, daze, divine lance, know direction, shield 5 PCs: Apply the elite adjustment (Bestiary 6) to
Cleric Domain Spells 1 Focus Point, DC 18; 1st savor the sting Teflar.
(Core Rulebook 396) 6 PCs: Apply the elite adjustment (Bestiary 6) to
Teflar. Additionally, Teflar has the following aura active,
KAREIDA CREATURE 1 granted to her by her faith in Zon-Kuthon.
UNIQUE N MEDIUM HUMAN HUMANOID Feel the Blades (aura, divine, enchantment, feat,
Perception +7; low-light vision mental, visual) 30 feet. When a creature ends its turn
Languages Common, Shadowtongue in this aura, it feels and sees sharp blades piercing its
Skills Athletics +7, Crafting +4, Deception +5, Stealth +6 skin. The creature must succeed at a DC 17 Will save or
Str +3, Dex +2, Con +3, Int +0, Wis +1, Cha +0 become frightened 1 (frightened 2 on a critical failure).
Items javelin (3), mace, scarecrow mask, spiked chain
AC 15; Fort +8, Ref +7, Will +6 Kareida survives, the Dreamers return to the ranch long-
HP 25 term. Kareida takes Teflar’s place as the ranch’s priestess,
Masked Intentions (aura, mental, visual) 30 feet. Kareida’s eventually coming to the worship of Desna while using
mask hides her focus in a fight. Enemies that start their turn her history to fool any true Kuthites.
in the aura or enter it must succeed at a DC 16 Will save or When the PCs return to town with the Dreamers,
become flat-footed to Kareida and take a –2 circumstance Rannan is delighted and relieved, and after warmly
penalty to saving throw DCs against skill checks Kareida greeting the returning people, he quickly fetches the
makes against them until the start of their next turn. On a PCs’ reward.
critical success, the foe is temporarily immune for 1 minute.
If Kareida is not wearing her scarecrow mask, she loses Conclusion
this ability. After receiving their reward, the PCs are free to spend
Speed 25 feet time in Rannan’s Ranch or move on to other adventures.
Melee [one-action] mace +7 (shove), Damage 1d6+3 bludgeoning
Melee [one-action] spiked chain +7 (disarm, finesse, trip), Damage OBJECTIVE
1d8+3 slashing The PCs fulfill their objective if they defeat Teflar. For
Ranged [one-action] javelin +7 (thrown 30 feet), Damage 1d6+3 piercing home groups, award 100 XP to your players; this includes
their awards for finding the missing people and defeating
Development: After the PCs defeat Teflar, they can Teflar, and an accomplishment bonus for fulfilling the
return to the ranch with the missing villagers. Without bounty. Pathfinder Society GMs, see Organized Play
the looming threat of Teflar, the Dreamers know they at (page 10) for determining appropriate rewards.
least have time to assure their families of their safety. If

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Appendix: game aids

Scarecrow Bounty Poster

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Handout: Rannan’s Warning


Ranchers and farmhands, beware! Several people have gone missing over the last month, leaving their posses-
sions behind. Locals believe a rampaging monster to be responsible: a haunted scarecrow that roams the fields.
Travel in groups, don’t tarry in dangerous places, and keep your children under constant watch until the creature
responsible is found and slain.
Anyone who finds the missing people or kills the beast will get a half-share of profits from the sale of my
finest steed when it’s taken to market at the end of the month, or food and supplies of equal value. If you can’t
leave the ranch without putting your family at risk, don’t pursue!
—Rannan

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Organized Play
The organized play program uses a version of the Slow
CHRONICLE SHEET advancement presented on page 509 of the Pathfinder
Characters playing this scenario for Pathfinder Society Core Rulebook, simplified to 1 XP per 100 XP normally
credit earn a Chronicle Sheet. If the PCs defeat Teflar, granted in core play. This adventure also grants the
they earn 4 gp each. Bounties do not grant Downtime. character 1 Reputation for a faction of their choice.

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Event Reporting Form
Date Event Code:

Location

GM Org Play #: -2 GM Name: GM Faction:


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Fame Earned:
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

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15. COPYRIGHT NOTICE version 1.0a, Section 1(d). No portion of this work other than the material designated as Open
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Game Content may be reproduced in any form without written permission.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Pathfinder Bounty #3: Shadows and Scarecrows © 2020, Paizo Inc. All Rights Reserved. Paizo,
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the
Arneson. Starfinder logo are registered trademarks of Paizo Inc.; Agents of Edgewatch, the Pathfinder
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game,
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Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc..

Pathfinder Bounty
12
Bounty #3: Character Chronicle #

Shadows and Scarecrows Chronicle Code


Q8Y7

Faction Reputation
A.K.A. -2
Faction Reputation
Player Name Character Name Organized Play # Character #
Faction Reputation

Adventure Summary
You accepted a bounty to find missing people and slay the monster that was thought to be responsible for their disappearances. Not
all was as it seemed, however: the missing people had fled of their own volition, fearful that the local priest of the sadistic god Zon-
Kuthon would come after them for their faith in the goddess Desna. You arrived just in time to stop this priest from harming Desna’s
faithful or exacting revenge on her former acolyte, who had helped lead Desna’s worshippers to safety.

Items Purchases

Items Sold / Conditions Gained

Starting XP

XP Gained

TOTAL VALUE OF ITEMS SOLD


Add 1/2 this value to the “Items Sold” Box
Final XP
Items Bought / Conditions Cleared
REWARDS

Starting GP

GP Gained

TOTAL COST OF ITEMS BOUGHT

Items Sold
Notes

GP Spent

Total GP

FOR GM ONLY
EVENT EVENT CODE DATE Game Master’s Signature GM Organized Play #

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